458 lines
12 KiB
C++
458 lines
12 KiB
C++
/*************************************************************************/
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/* material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef MATERIAL_H
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#define MATERIAL_H
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#include "resource.h"
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#include "scene/resources/shader.h"
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#include "scene/resources/texture.h"
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#include "self_list.h"
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#include "servers/visual/shader_language.h"
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#include "servers/visual_server.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Material : public Resource {
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GDCLASS(Material, Resource);
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RES_BASE_EXTENSION("material");
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OBJ_SAVE_TYPE(Material);
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RID material;
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protected:
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_FORCE_INLINE_ RID _get_material() const { return material; }
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public:
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virtual RID get_rid() const;
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Material();
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virtual ~Material();
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};
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class ShaderMaterial : public Material {
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GDCLASS(ShaderMaterial, Material);
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Ref<Shader> shader;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
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public:
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void set_shader(const Ref<Shader> &p_shader);
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Ref<Shader> get_shader() const;
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void set_shader_param(const StringName &p_param, const Variant &p_value);
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Variant get_shader_param(const StringName &p_param) const;
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ShaderMaterial();
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~ShaderMaterial();
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};
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class SpatialMaterial : public Material {
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GDCLASS(SpatialMaterial, Material)
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public:
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enum TextureParam {
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TEXTURE_ALBEDO,
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TEXTURE_METALLIC,
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TEXTURE_ROUGHNESS,
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TEXTURE_EMISSION,
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TEXTURE_NORMAL,
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TEXTURE_RIM,
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TEXTURE_CLEARCOAT,
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TEXTURE_FLOWMAP,
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TEXTURE_AMBIENT_OCCLUSION,
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TEXTURE_DEPTH,
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TEXTURE_SUBSURFACE_SCATTERING,
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TEXTURE_REFRACTION,
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TEXTURE_DETAIL_MASK,
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TEXTURE_DETAIL_ALBEDO,
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TEXTURE_DETAIL_NORMAL,
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TEXTURE_MAX
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};
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enum DetailUV {
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DETAIL_UV_1,
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DETAIL_UV_2
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};
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enum Feature {
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FEATURE_TRANSPARENT,
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FEATURE_EMISSION,
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FEATURE_NORMAL_MAPPING,
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FEATURE_RIM,
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FEATURE_CLEARCOAT,
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FEATURE_ANISOTROPY,
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FEATURE_AMBIENT_OCCLUSION,
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FEATURE_DEPTH_MAPPING,
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FEATURE_SUBSURACE_SCATTERING,
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FEATURE_REFRACTION,
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FEATURE_DETAIL,
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FEATURE_MAX
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};
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enum BlendMode {
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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};
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enum DepthDrawMode {
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DEPTH_DRAW_OPAQUE_ONLY,
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DEPTH_DRAW_ALWAYS,
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DEPTH_DRAW_DISABLED,
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DEPTH_DRAW_ALPHA_OPAQUE_PREPASS
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};
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enum CullMode {
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CULL_BACK,
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CULL_FRONT,
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CULL_DISABLED
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};
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enum Flags {
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FLAG_UNSHADED,
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FLAG_ONTOP,
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FLAG_ALBEDO_FROM_VERTEX_COLOR,
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FLAG_SRGB_VERTEX_COLOR,
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FLAG_USE_POINT_SIZE,
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FLAG_FIXED_SIZE,
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FLAG_MAX
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};
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enum DiffuseMode {
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DIFFUSE_LAMBERT,
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DIFFUSE_HALF_LAMBERT,
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DIFFUSE_OREN_NAYAR,
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DIFFUSE_BURLEY,
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};
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enum BillboardMode {
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BILLBOARD_DISABLED,
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BILLBOARD_ENABLED,
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BILLBOARD_FIXED_Y,
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BILLBOARD_PARTICLES,
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};
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private:
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union MaterialKey {
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struct {
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uint32_t feature_mask : 11;
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uint32_t detail_uv : 1;
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uint32_t blend_mode : 2;
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uint32_t depth_draw_mode : 2;
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uint32_t cull_mode : 2;
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uint32_t flags : 6;
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uint32_t detail_blend_mode : 2;
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uint32_t diffuse_mode : 2;
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uint32_t invalid_key : 1;
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uint32_t deep_parallax : 1;
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uint32_t billboard_mode : 2;
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};
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uint32_t key;
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bool operator<(const MaterialKey &p_key) const {
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return key < p_key.key;
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}
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};
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struct ShaderData {
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RID shader;
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int users;
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};
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static Map<MaterialKey, ShaderData> shader_map;
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MaterialKey current_key;
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_FORCE_INLINE_ MaterialKey _compute_key() const {
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MaterialKey mk;
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mk.key = 0;
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for (int i = 0; i < FEATURE_MAX; i++) {
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if (features[i]) {
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mk.feature_mask |= (1 << i);
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}
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}
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mk.detail_uv = detail_uv;
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mk.blend_mode = blend_mode;
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mk.depth_draw_mode = depth_draw_mode;
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mk.cull_mode = cull_mode;
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for (int i = 0; i < FLAG_MAX; i++) {
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if (flags[i]) {
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mk.flags |= (1 << i);
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}
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}
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mk.detail_blend_mode = detail_blend_mode;
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mk.diffuse_mode = diffuse_mode;
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mk.billboard_mode = billboard_mode;
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mk.deep_parallax = deep_parallax ? 1 : 0;
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;
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return mk;
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}
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struct ShaderNames {
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StringName albedo;
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StringName specular;
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StringName metallic;
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StringName roughness;
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StringName emission;
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StringName emission_energy;
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StringName normal_scale;
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StringName rim;
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StringName rim_tint;
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StringName clearcoat;
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StringName clearcoat_gloss;
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StringName anisotropy;
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StringName depth_scale;
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StringName subsurface_scattering_strength;
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StringName refraction;
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StringName point_size;
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StringName uv1_scale;
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StringName uv1_offset;
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StringName uv2_scale;
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StringName uv2_offset;
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StringName particle_h_frames;
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StringName particle_v_frames;
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StringName particles_anim_loop;
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StringName depth_min_layers;
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StringName depth_max_layers;
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StringName texture_names[TEXTURE_MAX];
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};
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static Mutex *material_mutex;
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static SelfList<SpatialMaterial>::List dirty_materials;
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static ShaderNames *shader_names;
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SelfList<SpatialMaterial> element;
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void _update_shader();
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_FORCE_INLINE_ void _queue_shader_change();
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_FORCE_INLINE_ bool _is_shader_dirty() const;
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Color albedo;
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float specular;
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float metallic;
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float roughness;
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Color emission;
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float emission_energy;
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float normal_scale;
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float rim;
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float rim_tint;
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float clearcoat;
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float clearcoat_gloss;
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float anisotropy;
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float depth_scale;
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float subsurface_scattering_strength;
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float refraction;
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float line_width;
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float point_size;
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int particles_anim_h_frames;
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int particles_anim_v_frames;
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bool particles_anim_loop;
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Vector2 uv1_scale;
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Vector2 uv1_offset;
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Vector2 uv2_scale;
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Vector2 uv2_offset;
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DetailUV detail_uv;
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bool deep_parallax;
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int deep_parallax_min_layers;
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int deep_parallax_max_layers;
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BlendMode blend_mode;
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BlendMode detail_blend_mode;
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DepthDrawMode depth_draw_mode;
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CullMode cull_mode;
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bool flags[FLAG_MAX];
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DiffuseMode diffuse_mode;
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BillboardMode billboard_mode;
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bool features[FEATURE_MAX];
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Ref<Texture> textures[TEXTURE_MAX];
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_FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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public:
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void set_albedo(const Color &p_albedo);
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Color get_albedo() const;
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void set_specular(float p_specular);
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float get_specular() const;
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void set_metallic(float p_metallic);
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float get_metallic() const;
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void set_roughness(float p_roughness);
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float get_roughness() const;
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void set_emission(const Color &p_emission);
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Color get_emission() const;
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void set_emission_energy(float p_emission_energy);
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float get_emission_energy() const;
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void set_normal_scale(float p_normal_scale);
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float get_normal_scale() const;
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void set_rim(float p_rim);
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float get_rim() const;
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void set_rim_tint(float p_rim_tint);
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float get_rim_tint() const;
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void set_clearcoat(float p_clearcoat);
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float get_clearcoat() const;
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void set_clearcoat_gloss(float p_clearcoat_gloss);
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float get_clearcoat_gloss() const;
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void set_anisotropy(float p_anisotropy);
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float get_anisotropy() const;
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void set_depth_scale(float p_depth_scale);
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float get_depth_scale() const;
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void set_depth_deep_parallax(bool p_enable);
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bool is_depth_deep_parallax_enabled() const;
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void set_depth_deep_parallax_min_layers(int p_layer);
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int get_depth_deep_parallax_min_layers() const;
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void set_depth_deep_parallax_max_layers(int p_layer);
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int get_depth_deep_parallax_max_layers() const;
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void set_subsurface_scattering_strength(float p_strength);
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float get_subsurface_scattering_strength() const;
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void set_refraction(float p_refraction);
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float get_refraction() const;
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void set_line_width(float p_line_width);
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float get_line_width() const;
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void set_point_size(float p_point_size);
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float get_point_size() const;
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void set_detail_uv(DetailUV p_detail_uv);
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DetailUV get_detail_uv() const;
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void set_blend_mode(BlendMode p_mode);
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BlendMode get_blend_mode() const;
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void set_detail_blend_mode(BlendMode p_mode);
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BlendMode get_detail_blend_mode() const;
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void set_depth_draw_mode(DepthDrawMode p_mode);
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DepthDrawMode get_depth_draw_mode() const;
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void set_cull_mode(CullMode p_mode);
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CullMode get_cull_mode() const;
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void set_diffuse_mode(DiffuseMode p_mode);
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DiffuseMode get_diffuse_mode() const;
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void set_flag(Flags p_flag, bool p_enabled);
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bool get_flag(Flags p_flag) const;
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void set_texture(TextureParam p_param, const Ref<Texture> &p_texture);
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Ref<Texture> get_texture(TextureParam p_param) const;
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void set_feature(Feature p_feature, bool p_enabled);
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bool get_feature(Feature p_feature) const;
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void set_uv1_scale(const Vector2 &p_scale);
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Vector2 get_uv1_scale() const;
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void set_uv1_offset(const Vector2 &p_offset);
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Vector2 get_uv1_offset() const;
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void set_uv2_scale(const Vector2 &p_scale);
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Vector2 get_uv2_scale() const;
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void set_uv2_offset(const Vector2 &p_offset);
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Vector2 get_uv2_offset() const;
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void set_billboard_mode(BillboardMode p_mode);
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BillboardMode get_billboard_mode() const;
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void set_particles_anim_h_frames(int p_frames);
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int get_particles_anim_h_frames() const;
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void set_particles_anim_v_frames(int p_frames);
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int get_particles_anim_v_frames() const;
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void set_particles_anim_loop(int p_frames);
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int get_particles_anim_loop() const;
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static void init_shaders();
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static void finish_shaders();
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static void flush_changes();
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SpatialMaterial();
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virtual ~SpatialMaterial();
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};
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VARIANT_ENUM_CAST(SpatialMaterial::TextureParam)
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VARIANT_ENUM_CAST(SpatialMaterial::DetailUV)
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VARIANT_ENUM_CAST(SpatialMaterial::Feature)
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VARIANT_ENUM_CAST(SpatialMaterial::BlendMode)
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VARIANT_ENUM_CAST(SpatialMaterial::DepthDrawMode)
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VARIANT_ENUM_CAST(SpatialMaterial::CullMode)
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VARIANT_ENUM_CAST(SpatialMaterial::Flags)
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VARIANT_ENUM_CAST(SpatialMaterial::DiffuseMode)
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VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode)
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//////////////////////
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#endif
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